fix: restore PROF. OAK's PC intro, jingle timing and closing link

CLOSES #576

The launcher skipped oaks_pc.asm's whole session -- the access text and
the 'Want to get your #DEX rated?' YES/NO -- and played the Pokedex_Rating
jingle the moment the entry was picked, before any text printed.  Now the
access text types out, the YES/NO pops, and only once the completion line
and the rating tier have printed does the jingle sound (DisplayDexRating
-> PlayPokedexRatingSfx, auto.wait hands the box to the A/B path), then
the 'Closed link to PROF.OAK's PC.' tail closes the session.
This commit is contained in:
techmore
2026-08-01 11:01:19 -04:00
parent 22fd196045
commit f0f3e9634b
2 changed files with 204 additions and 4 deletions
+41 -4
View File
@@ -2576,8 +2576,7 @@ function OverworldState:openPC(onDone)
table.insert(items, {
label = Strings("PROF.OAK's PC"),
onSelect = function()
self:dexRating()
done()
self:openOaksPC(done)
end,
})
end
@@ -2604,11 +2603,41 @@ function OverworldState:openPC(onDone)
noSound = true }))
end
-- The PROF. OAK's PC session (engine/menus/oaks_pc.asm OpenOaksPC): the
-- access text, "Want to get your #DEX rated?" with a YES/NO, then the
-- rating, and "Closed link to PROF.OAK's PC." before control returns -- the
-- intro and closing links the launcher skipped, jingle ordering aside (#576).
function OverworldState:openOaksPC(onDone)
local done = onDone or function() end
local text = Game.data.text or {}
local accessed = text._AccessedOaksPCText
or Strings("Accessed PROF.\nOAK's PC.\fAccessed POKéDEX\nRating System.")
local rated = text._GetDexRatedText
or Strings("Want to get your\nPOKéDEX rated?")
local closed = text._ClosedOaksPCText
or Strings("Closed link to\nPROF.OAK's PC.")
local function close()
Game.stack:push(TextBox.new(Game, closed, done))
end
Game.stack:push(TextBox.new(Game, accessed, function()
-- _GetDexRatedText ends with `done`, so the YES/NO pops as soon as the
-- text has typed out, with no button wait in between (YesNoChoice)
Game.stack:push(TextBox.new(Game, rated, nil, {
choice = function(yes)
if not yes then
close()
return
end
self:dexRating(close)
end,
}))
end))
end
-- Prof. Oak's dex rating service (engine/events/pokedex_rating.asm):
-- the completion line with seen AND owned counts, then the per-decade
-- rating text.
function OverworldState:dexRating(onDone)
require("src.core.Sound").play(Game.data, "Pokedex_Rating")
local seen, owned = 0, 0
for _ in pairs(Game.save.pokedex.seen or {}) do seen = seen + 1 end
for _ in pairs(Game.save.pokedex.owned or {}) do owned = owned + 1 end
@@ -2625,7 +2654,15 @@ function OverworldState:dexRating(onDone)
completion = completion
:gsub("{NUM:hDexRatingNumMonsSeen[^}]*}", tostring(seen))
:gsub("{NUM:hDexRatingNumMonsOwned[^}]*}", tostring(owned))
Game.stack:push(TextBox.new(Game, completion .. "\f" .. rating, onDone))
-- DisplayDexRating prints the completion line, then the tier text, and
-- only then plays the rating jingle and waits for a button -- the fanfare
-- must not pre-empt the evaluation it celebrates (#576). auto.wait hands
-- the box to the plain A/B path once the jingle has sounded.
Game.stack:push(TextBox.new(Game, completion .. "\f" .. rating, onDone, {
auto = { wait = true, sound = function()
return require("src.core.Sound").play(Game.data, "Pokedex_Rating")
end },
}))
end
-- AnimateHealingMachine (engine/overworld/healing_machine.asm): balls